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New Players same level as Current Players?
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<blockquote data-quote="Lanefan" data-source="post: 6824012" data-attributes="member: 29398"><p>Probably none, if you were giving the same xp to each character regardless of whether he-she was involved in the encounter(s); in which case you might as well just level 'em up when it makes sense.</p><p></p><p>The point of xp-per-encounter is to allow those characters who get involved in things to advance a bit faster than those who do not. Now in a small party of only 3-5 characters chances are high that everyone is going to get involved in most things in which case arbitrary levelling might serve the same purpose, but in larger parties (ours tend to average around 10) not everyone is going to get in on everything. And level variance within the party is an eventual given anyway via all sorts of means including level loss or gain from various effects, so I don't care about trying to keep everyone the same.</p><p></p><p>It also depends on what you view xp and-or levels as actually representing. I see xp as a game-mechanical representation of what the character has personally experienced and thus learned from. Thus a scout going over the wall alone to quietly take out the guard while the party waits below would be the only one to get xp for that, as she's the only character who actually took part in (and experienced) that event.</p><p></p><p>As long as everyone's pulling their weight and it works for all involved, good on ya!</p><p></p><p>Lan-"a level per two adventures sets you up nicely for a decent-length campaign too"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6824012, member: 29398"] Probably none, if you were giving the same xp to each character regardless of whether he-she was involved in the encounter(s); in which case you might as well just level 'em up when it makes sense. The point of xp-per-encounter is to allow those characters who get involved in things to advance a bit faster than those who do not. Now in a small party of only 3-5 characters chances are high that everyone is going to get involved in most things in which case arbitrary levelling might serve the same purpose, but in larger parties (ours tend to average around 10) not everyone is going to get in on everything. And level variance within the party is an eventual given anyway via all sorts of means including level loss or gain from various effects, so I don't care about trying to keep everyone the same. It also depends on what you view xp and-or levels as actually representing. I see xp as a game-mechanical representation of what the character has personally experienced and thus learned from. Thus a scout going over the wall alone to quietly take out the guard while the party waits below would be the only one to get xp for that, as she's the only character who actually took part in (and experienced) that event. As long as everyone's pulling their weight and it works for all involved, good on ya! Lan-"a level per two adventures sets you up nicely for a decent-length campaign too"-efan [/QUOTE]
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